Z-QUAKE: Doom TC of the Original Quake (RESOURCES UPDATE!)

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Re: Z-QUAKE Doom TC of the Original Quake (NEW MONSTER!)

Postby oODemonologistOo » Thu Sep 03, 2009 2:50 pm

I would miss the spawn... I love that annoying blob and it's worthless tries to avoid being a monster bomb; trying to jump in your face to try to hurt you... Yet, dies before it even finishes saying "blargh" or something like that :lol:
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Re: Z-QUAKE Doom TC of the Original Quake (NEW MONSTER!)

Postby Blade3327 » Thu Sep 03, 2009 5:39 pm

Well, I'm truly sorry. Right now my focus has shifted to mapping, but new stuff may be added in the future.
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Re: Z-QUAKE Doom TC of the Original Quake (MAP WORK, FRIENDLIES)

Postby Blade3327 » Wed Sep 23, 2009 7:54 pm

Yet another fun update on the project -- friendly Rangers! All of the information and more on the first post.
Also got some more mapping done, so... yeah.
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Re: Z-QUAKE Doom TC of the Original Quake (MAP WORK, FRIENDLIES)

Postby Parthoris » Fri Sep 25, 2009 6:48 pm

How accurate are the enemies to that in the original Quake and here?
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Re: Z-QUAKE Doom TC of the Original Quake (MAP WORK, FRIENDLIES)

Postby Blade3327 » Fri Sep 25, 2009 10:08 pm

@Parthoris: Hmm... I'd like to say they're pretty friggin' accurate. Any special/ specific Quake enemy behavior was based around the code from AEoD, but was tweaked a bit. Don't worry; the tweaks didn't change much, just minor issues I had w/ AEoD.
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Re: Z-QUAKE Doom TC of the Original Quake (3RD VIDEO!)

Postby Blade3327 » Sun Sep 27, 2009 4:06 pm

Well, well, well... Here we go again, with another vid.

http://www.youtube.com/watch?v=9SKCb0UPgh0

Read the description, please. There's a weird glitch and more info there.
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Re: Z-QUAKE Doom TC of the Original Quake (THUNDERBOLT FIXED!)

Postby Blade3327 » Sat Nov 07, 2009 10:41 pm

Triple-post! Lordy, lordy... Fear not, for I have a major update to show! As of now, there is almost certainly nothing un-Quake-like in this mod!
That's right, the ThunderBolt has been changed! I got the idea for code from one of Realm667's weapons (the PlasmaBeam).

Basically it is based on the Mage Wand behavior, but fires VERY rapidly. This means it practically forms a straight line, just like in Quake!
Enough talk; let's put up a picture :P .

Perhaps an updated weapons demo is in order, hmm?
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ThunderBolt Improvement.png
Well, that's fantastic. This, of course, also means I've made use of the cell ammo...
ThunderBolt Improvement.png (163.75 KiB) Viewed 1015 times
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Re: Z-QUAKE Doom TC of the Original Quake (THUNDERBOLT FIXED!)

Postby Big-Boss » Wed Nov 11, 2009 3:02 am

I think this project shows a lot of promise. While some aspects won't be 100% Quake accurate, there seems to be a lot of work going into it. The videos and screenshots are impressive to say the least. Having spoke with him via IRC about some of his game concepts, this should be worth looking at. Personally, the non-linear hub style game-play interests me quite a bit. The mapping style seems pretty damn close to Q1, considering what he has to work with. There will, naturally, be a lot of things very hard to mimic, like accurate gibing, some of the map interactions and so forth, but to be bringing new-to-old is no easy task.

I'll definitely be keeping an eye on it and contribute when I can :thumb:
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Re: Z-QUAKE Doom TC of the Original Quake (THUNDERBOLT FIXED!)

Postby 2005 FY9 » Thu Nov 19, 2009 2:33 am

If this ever gets finished, (before I'm done with my project); I might convert some of my maps to this quake tc format, be kinda kool.

I do have questions about this:

1) Are you redrawing the monster sprites or using the ripped 3d models? If you are using ripped models, will they look way better than they did in the other quake tc for Edge?

2) How many levels are you going to make?
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Re: Z-QUAKE Doom TC of the Original Quake (THUNDERBOLT FIXED!)

Postby Blade3327 » Thu Nov 19, 2009 7:43 pm

1) They're not ripped models; they're ripped sprites. Yes, I am using the ones from EDGE. As for whether they'll look better, you be the judge. I'll say this -- the scaling for the monsters in the EDGE mod was WAY off. I have fixed that, so the monsters are much more accurate (size-wize) and proportionate to eachother. Now I could use actual models; it's been done. Programming-wise, I'm nowhere near ready for something like that, and I want to keep what makes it Doomish. Not too much Doom, not too much Quake, with some nice GZDoom perks. Otherwise, this mod would be trivial to play.

2) Hmm... interesting question. This'll be a free-roaming mod, though. It's not exactly about levels. Picture, I dunno... Strife, I guess. Only more outdoor stuff, along with castles, bases, etc. I'm still getting my bearings with the maps, so they might not look jaw-droppingly gorgeous at first, but this is based on Quake's gritty, jagged style (not overly jagged, lol). In addition, you'll be seeing some Quake-esque ACS messages, and other little nuggets of fun...
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Re: Z-QUAKE Doom TC of the Original Quake (NEW FRONT PAGE!)

Postby Blade3327 » Sun Nov 22, 2009 11:05 pm

Here's a pretty big update on things! The first post has been dressed up with a Z-QUAKE logo I've done in PhotoShop, the latest videos and screens will always be at your fingertips, and a link to the project page of my new website has been posted. Enjoy.
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Re: Z-QUAKE Doom TC of the Original Quake (NEW FRONT PAGE!)

Postby 2005 FY9 » Mon Nov 23, 2009 12:50 am

I think you should really smooth out the sprites. I can't stand model rips. This is why its so unfortunate that Dulle dissapeared. Making new zdoom models would be kool. There already is the Rottweiler, Vader is partway done with a Shambler, and Eriance's Wicket almost looks like a Scrag.

viewtopic.php?f=19&t=19291

There is a quake texture pack here:

http://www.realm667.com/index.php?optio ... Itemid=155
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Re: Z-QUAKE Doom TC of the Original Quake (NEW FRONT PAGE!)

Postby Blade3327 » Mon Nov 23, 2009 12:57 am

Sorry, dude. Doom-style Quake Monsters won't fit in with what else I've got. This is the way it's gotta be. Don't get me wrong; I LOVE Vader's Shambler! The topic was just abandoned, that's all. Also, the Grunt and Zombie really didn't look right... Once again though, they wouldn't fit in. Not without redrawing guns, objects, etc. Not my original game plan at all.

And I have the Quake texture pack, can't you tell? The only reason an original Doom texture was shown in the latest video was because that's what Doom Builder 2 does by default. I hadn't gotten around to editing that part of the room, so it was still set to the Doom texture. Now, of course, I've restarted that level.
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Re: Z-QUAKE Doom TC of the Original Quake (4TH VID! HUGE UPDATE)

Postby Blade3327 » Wed Dec 23, 2009 6:29 pm

Hey, guys. A few nifty updates since my newest vid (if you haven't seen it, it's on Page 1)...

This game really will have elements of Strife and other free-roaming games. For instance, I've added a pool of water filled with Rotfish. There's a bridge above it that you can use to get to a yet-to-be-made military installation (the same one that you'll have to stock up on ammo for by traveling to the ammunition chambers). You can also dive into the water, swim through a secret passageway, and find yourself in a cave-like room with a well in the center. Falling through the well will take you to an entirely new place!
Add those updates to the latest video, and you've got yourself a lot of experimenting to do when the first playable demo is released :) .
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Re: Z-QUAKE Doom TC of the Original Quake (4TH VID! HUGE UPDATE)

Postby Davidos » Thu Dec 24, 2009 5:36 am

Shouldn't the switch move like, backwards into the rock and turn yellow instead of staying blinking red?
Just a thought.

The dropping sound is a bit loud for the player. I guess if he fell further... (With pain sounds of his leg breaking which I loved so much XD)

Aaaaaand.... well, the rest looks incredibly nicely done, even for a starter map it looks bad-assed detailed....
... in my opinion.
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